Category Archives: Everfrost

Into the Depths of: Old Blackburrow


Overview of Old Blackburrow

Nestled between Qeynos Hills and the peaks of Everfrost to the north, Blackburrow is the present day home of the Sabertooth Gnoll clan. The Sabertooths are known for the constant raids upon the city of Qeynos. The city of Qeynos and Surefall Glade continue to send out hunting parties to try to purge the threat.

Old Blackburrow is the main home of the Sabertooth clan of gnolls in Oceangreen. The Sabertooth clan has recently claimed this lair as their own, locking themselves away from human invaders and the dark plague that threatens Oceangreen.

Along the western mountain side lives what remains of the Darkpaw gnolls, who seem to be disinterested in the affairs of human kind, as they are completely focused on returning to their home in the mines of Blackburrow. Though they hold no anger towards the growing human population they have no reason to trust in them either. Several are willing to form a tenuous truce with the humans in order to help drive the combative Sabertooth gnolls from their previous home.

Unfortunately for the gnolls, an agent of the Discord has a plan of its own. The agent is well on its way to corrupting the Sabertooth gnolls within Blackburrow; transforming them into a dark twisted reflection of their former selves. It will not be long before even the gnolls outside of Blackburrow begin to fall under their influence. The gnolls have already begun to show signs of increased aggression that surely can not bode well for Antonius and his followers.

Source: http://eqplayers.station.sony.com/news_article.vm?id=51940&month=062010

Invasion of Earth


Source: http://eqplayers.station.sony.com/news_article.vm?id=51162

During the Elder Age of Norrath, the first Rallosian forces led by the great ogre Murdunk invaded the Plane of Earth – the realm ruled by The Rathe, Council of Thirteen. Under the command of Rallos Zek, the Warlord, Murdunk was instigated to invade this realm by Rallos Zek’s eldest son, Eriak. The goal was simple for Murdunk – he wanted to prove to Rallos Zek, the Warlord, that he was worthy to lead the forces of Zek throughout Norrath.

A great battle ensued and many guardians of earth perished along with numerous members of Murdunk’s Rallosian army. To their dismay, the invasion was destined to fail because of the regenerating ability that The Rathe possessed. When a member of the Council of Thirteen was slain another would replace it. This gave them great advantage and although many of their guardians had been defeated, The Rathe emerged victorious. Those Rallosians not slain were thrown from the plane by the wards of The Council of Thirteen.

News of the defeat spread quickly across the Rallosian Empire. Such a dramatic failure angered Rallos Zek. He was not content to wait for the heavily scarred and injured Murdunk to recuperate and chose to enlist master tacticians and proven war heroes Tallon and Vallon. Although he was extremely disappointed with Murdunk’s previous failure, Rallos Zek decided to allow him to accompany his horde in this second assault hoping to make use of the knowledge that Murdunk had acquired in his previous battles in the Plane of Earth.

With the power of the Warlord behind them, Tallon and Vallon rallied the legions of children of Zek and entered the Plane of Earth. This invasion was only partly successful – though the Rathelings’ power source remained untaken, the members of the Rathe Council were captured and brought to Norrath, where one of them was executed. Where this Rathe member fell, the Rathe Mountains were raised, and Lake Rathetear formed. The Rathelings were incensed at these brazen attacks, and mourned the death of the thirteenth council member; for one of them to die in Norrath was permanent and irreversible.

While Rallos Zek was unquestionably the greatest warrior ever to exist, he knew little of the inner working of the Planes of Power. Rallos Zek was ultimately scarred and disfigured by the same wards that had banished Eriak and he lay silently regenerating in the Plane of War while the reborn Rathe exacted vengeance on the army’s leaders. As the leader of the ogre nation and Zek army, Murdunk was slain.

To protect their realm from further fruitless attempts at invasion, the Rathe Council placed a curse upon all creatures of Zek. In this they were aided by several other members of the pantheon. The curse spread rapidly through the lush homelands of the giants and froze all of the lands, now known as Everfrost. The curse swept the lands of Norrath, striking any child of Zek that it touched, turning all followers of Zek into lesser beings in mind and body.

Tallon and Vallon, sensing their inevitable demise at the hands of the curse of the pantheon, called out to Rallos Zek to deliver them. Rallos Zek was sufficiently renewed by this time to summon Tallon and Vallon to his plane to escape the curse of the pantheon, but was unable to save the rest of his creations. Realizing that Eriak surely knew of the ward that protected the Plane of Earth and had failed to tell him of it, Rallos Zek brought the crippled form of Eriak before him. Rallos Zek tore from him the essence of warfare, tearing it into its more base elements and imbuing them to Tallon and Vallon, the two mortals who were able to succeed where Eriak had failed.

Eriak still retains a piece of the essence of war in his shattered and disfigured frame, but was banished to the lower levels of Drunder, the Fortress of Zek, to help in the menial tasks of forging weapons for his father’s armies. To this day the great form of Rallos Zek bears the scars from the ward of The Rathe beneath his blackened war armor, a silent reminder of the failure of his only son.

This is a pivotal moment in the history of Norrath. It is here that the forces of Discord plan to strike. Success by the Rallosians would mean that war would prevail on Norrath, and isn’t war a form of destruction, of discord?

The Korascian Warrens

The Korascian Warrens is the key invasion route for the Rallosian forces as they battle their way into the Rathe Council Chamber. This area of the Plane of Earth is adjacent to both the Rathe Council Chamber entrance and the portal to Toskirakk. The bulk of the Rallosian Army is in a siege camp in the northern canyon, facing the entrance to the Rathe Council Chamber.

The Warrens is named for the great frog Korascian Prime, who has guarded the approach to the Rathe Council for centuries. Now he and his minions are sequestered in the west astride the line of the Rallosian advance, battling ill-equipped Rallosian slaves who are sent in to distract the frogs. Many such slaves end up succumbing to Korascian Prime’s mesmerization powers and become thralls.

Korascian Prime’s original lair was destroyed by the Discordians with a great magical disjunction. This left a massive rift in the northeastern limb of the Korascian Warrens, exposing the Plane of Earth’s elemental crystal core, and venting out a new order of crystalline monstrosities which hate all other forms of life.

The Rathe Council Chamber

The Rathe Council Chamber is the original seat of The Rathe beings who govern the Plane of Earth. Its appearance reflects the essence of the powerful beings who rule here. Great stonework vaults linked with tunnels define the interior, which is patrolled by stone golems and guarded by many different kinds of creatures native to the Plane.

The Rallosian Army is attempting to destroy all thirteen members of The Rathe Council to seal Rallos Zek’s dominion over the Plane of Earth as well as Norrath. Should this happen, with Rallos gaining control over the source of the Rathelings’ magic, the balance of power among the gods would tilt inexorably in Rallos Zek’s favor, and Norrath would enter an age of endless disorder and destruction.

Toskirakk

Toskirakk is the original capital city of the ogres and the mightiest bastion of the ancient Rallosian Empire. The slave-mine within is a platinum mine where much of the currency used in Norrath’s future would originate. With the growing dominance of their Empire, few outsiders remain as free people and the slave warrens grow crowded.

LDON 13 – Search for Lost Lands


In the warm air of the Commonlands tunnel, Calliav closed his eyes and began running through the countless images and visions filling his mind.

“I see snow, ice, and a great mobilemagic with no face. There may have been a face once, but it is gone now,” he whispered. “There is little more to that, I’m afraid.”

Nedaria stood close and kept her hand on his forehead, helping him slow the rush of thoughts. Morden took notes in a code only the most trusted Wayfarers Brotherhood could understand.

“Now I see blood. Lots of blood. The dead are walking, breathing, reanimating. They are unholy and feed in the most despicable ways. I see a castle . . . but there is much underground. Much more,” Calliav said.

There was a pause as Calliav searched his thoughts. Suddenly, he winced and his face lengthened.

“Confusion, fear. The walls are collapsing and sand is rushing in. Half blood, half sand. Now they are all in sand. They do not know that the wrath of Solusek Ro has passed,” he said in low tones. His cheeks glistened with tears of sadness.

Calliav’s chest heaved as he took a deep breath. He paused again. Under his eyelids, his eyes fluttered wildly.

The hush around them was broken as Calliav gasped so suddenly that air whistled through his teeth.

“Oh my, the paladins are lost. I see the frogloks blessed by Mithaniel Marr are transformed. A curse holds their souls. I feel the burning hate of a god,” Calliav panted. “And the orcs. The orcs have risen. Goblins have been overrun and enslaved.”

Morden and Tondal looked to Nedaria. In both of their eyes, Nedaria read the need for confirmation of Calliav’s ramblings. In many ways, the possibility of undiscovered lands felt too good to be true. Morden also had trouble believing that he could have ever missed such places in his travels.

Nedaria looked at both of them and nodded.

“These visions he is sharing are not fantasy. They are real. There is much strife deep within the earth . . . and darkness,” she said.

Morden turned around to see proud members of the Wayfarers Brotherhood sharing past adventurers and creating new stories as they ambled about. He cleared his throat.

“Listen up brothers and sisters. Our time has come. Pack your goods and be prepared to travel. Nedaria will lead a camp to the Frigid Planes and Northlands on Antonica. Tondal will lead some of our brethren across the Ocean of Tears to the Butcherblock Mountains on Faydwer,” Morden said. “I will remain here with Calliav and a greater compliment of the Wayfarers Brotherhood. We are about to open the doors to the future of all Norrathians, I expect. Off with ye!”

Reference: http://classic-web.archive.org/web/20030911095439/http://everquest.station.sony.com/lostdungeons/lore.jsp?page=LDON+Lore+Chapter+13

EQ2 Maps



The Isles of Refuge were established by the Far Seas Trading Company. For the most part they are a collection of islands resting in the large central body of water in the Shattered Lands, the Tranquil Sea. It is from these islands that the Far Seas Trading Company can best base their trade routes out of. There are numerous islands in the Tranquil Sea, not just the Isles of Refuge. These islands are diverse in resources, keeping the Far Seas Trading Company very busy and their mysterious leaders very rich.

One of the most important resources that the Far Seas Trading Company found were the many refugees that had been marooned on any number of isles throughout the Tranquil Sea. All the islands in the Tranquil Sea were once part of the large continent of Antonica. During the Age of Cataclysms the undercontinent below Antonica, Subtunaria, erupted in violent quakes. Much of Subtunaria collapsed and this brought down large sections of Antonica, helping to create the vast Tranquil Sea and its many islands. Marooned out on these shards of a once great continent were a great many villagers, clans, tribes and adventurers.

Not all islanders are seeking refuge within the great and mighty cities of man, but for those that do there are the trade boats of the Far Seas Trading Company. Those cargo ships visit many islands to collect resources to be sold in various markets. Far Seas Trading Posts pop up on many small isles. Not all of those trading posts are public knowledge. Many are secret ports that the Far Seas will share with no nation. I am sure we will discover more islands of the Tranquil Sea in the future, with or without the permission of the Far Seas Trading Company.

There are many oceans and seas on Norrath that have yet to be rediscovered by adventurers or even the FSTC. It will be quite some time until we visit theses oceans to find if any changes have occurred on the surface or below the waves. But we do have a decent chart of the seas resting within the Shattered Lands.

The Shattered Lands has numerous seas dividing its islands. Most of these seas were formed in the recent rending of Old Antonica, what the Shattered Lands used to be. Most of the waterways are dangerous for both the extreme conditions as well as the dangerous denizens that inhabit the water of the air of a given sea. Here are the known seas within the Shattered Lands as charted by the Far Seas Trading Company.

The Coldwind Coast
Relative Island: New Antonica in Karan
This is a cold temperate sea. It has strong winds and choppy waves. It is a great territory for sailing, but only within a ship worthy of ocean travel. Birds of many sizes glide with the currents. Beneath the waters lurk dangers such as sharks and aqua goblins.

The Tranquil Sea
Relative Island: All
This sea is nearly always sunny and with clear skies. It is the largest sea in the Shattered Lands and nearly all islands have direct access to it. The waves here are gentle and allow ships to skim across them with little resistance. This would be a wonderful place to sail if it were not for the lack of wind current. The winds blow far too gently in this sea. Many great ships must employ rows of oars and even magic to provide locomotion for their great hulking vessels that must pass through this sea to reach the Trade City of Freeport located in the Commonlands.

The Neriuss Flow
Relative Island: Nektulos in D’Lere
This is a sea of dark waters. Ash floats above the waves creating a dense black fog. The ash floats in from the northern territory of Lavastorm. It shields many of the lurking beasts within the water as well as occasional Kheklok raiders, a relative race of the frogloks that exists within the ocean depths.

The Sea of Mist
Relative Island: The Enchanted Lands
This is a sea of gently rolling waves and wind currents. It is most known for forming an odd mist during the early hours of dawn. That mist flows with the current to enter the shores of the Enchanted Lands.

The Sea of Crossed Swords
Relative Island: Zek
This is a sea located near the orc island of Zek. The waves here are tall and they create slow navigation, something undesired to any mariners who sail this sea. There are numerous orc patrols sailing these waters and even deep sea orc war galleys passing through to perform raids in adjacent waterways. This sea is considered the territory of the Deathfist Empire.

The Seafury
Relative Island: The Thundering Steppes in Karan
The Seafury is a sea notorious for violent storms and extreme ocean conditions. It is almost always stormy in this region and the waves here dwarf any other sea. Visibility is nearly cut to a minimum and only the largest and strongest creatures can survive in the harsh environment. Aviak air raiders also stalk the winds in search of ships to plunder and sink.

The Sea of Sand
Relative Island: Ro
This sea is like a wall of sandstorms that races around the island of Ro. Any ships that dare sail into this maelstrom is soon to be sandblasted and its crew most certainly with it. There is no known passage through this anomaly. What sort of creatures could exist in this sea is unknown. Rumors abound that the massive sandstorm that comprises this region is actually a sentient being. Such babble is usually scoffed at.

The Gunthak Flow
Relative Island: Ykesha
The Gunthak Flow is a sea of many small uncharted isles. These isles have a great number of lost pirate booty and ruins of old troll fortresses. It exists in a tropical environment. The seas are warm and humid as is the gentle breeze. The breeze occasionally gives way to fierce hurricanes, but that is not a common occurrence.

The Blackwater
Relative Island: The Feerrott
This is a sea of countless naval battles. Ages ago this sea was controlled by the second coming of the Rallosian Empire, a brutal ogre militaristic empire that ruled with an iron fist. There are often many shipwrecks to be found in this sea as well as an occasional floating hulk of what was once a formidable ogre War Galley. Numerous stories of ghostly ships abound and cause many mariners to shun this body of water.

The Fanged Sea
Relative Island: Everfrost
This is a sea filled with icebergs and chilling cold winds. A chilly haze fills the sea, cutting visibility down to dangerous levels. Naval vessels will often need to avoid smaller bergs or take damage upon collision. Many ships have had their hulls cut open as easily as a knife cuts through butter jum. Ice storms are frequent in this region.

Freewater Channel
Relative Island: The Commonlands in D’Lere
This is a sea of rolling waves and an equally gentle breeze, but a breeze of cutting chill. The water is thick with brine and islands of seaweed float along the surface. There is a gentle uneasy calm about this sea. It is well known for the frequent aqua goblin assaults upon nearly any ship that dare cross it. Some sailors report that their ships were boarded by pirates in aqua goblin costumes or even members of the Seafury Buccaneers. The Seafury Buccaneer piracy reports are quickly dismissed since they are part of the Freeportian armed forces and would never return to their days of high seas raids. The sky of this sea is filled with a canopy of gloomy gray clouds that shower down gentle drizzle. The water’s extreme saline content makes it difficult for even normal salt water denizens to exist for long periods of time.

The Cauldron
Relative Island: Lavastorm
The Cauldron sits in a locale with an extremely large number of geothermal vents beneath the waves. The sea boils and large bubbles may form that can actually cause damage to a ship’s hull should they collide. Whirlpools are a common sight in this sea. Some portions of the Cauldron can only be navigated by ships reinforced by great magic or technology to survive the boiling sea and searing winds.

The Straits of Twelve
Relative Island: Highbourne
Nestled by the tempest of the Seafury in the north and the Blackwater to the south, this sea can be found. This sea is filled with jagged spires of rock with no accessible land. The spires are the tips of the shattered peaks of the once great Rathe Mountains. The majestic mountain range dropped into the ocean when a massive collapse of the Underfoot occurred beneath it. What land exists is rocky and barren of vegetation. Most spires are too steep to offer level ground to set foot upon. One great danger of this sea is its shallow and jagged basin. Much of the once mountain range sits below the tides and many a ship have had their hulls gutted by unseen daggers of rock stretched towards the surface, but never breaking through. The grandest sight in this sea is the twelve peaks of the Rathe Mountains that jut high above the waves. Their odd and almost lifelike appearance recounts the tales of these twelve mountains actually being titanic beings of earth and rock defeated ages ago by a legendary ogre champion.

The Dead Calm
Relative Island: Unknown if any exists
The Dead Calm is a waterway no seafarer ventures no matter how brave they may be. But there are those who are foolish and it is from tales of these foolish mariners that we get what little information of this sea. All wind and all tides completely cease when you encounter the boundary of this sea. The foolhardy that trudge onward by oars slowly begin to loose energy and become extremely lethargic. As they row onward, their faces and bodies appear to loose fullness as it appears that the life is being sucked out of them. By the time they realize their mistake to enter this sea, it is impossible to retreat to safe waters. The foolish seafarers become part of the derelict graveyard of ships and floating islands of bones that drift in the sea. No mariner has ever been able to survive in this sea to explore the horizon and discover any isle that may hide at the heart of the Dead Calm. A hint of an island at the center of the sea is sometimes reported.

Norrathians have returned from the treacherous seas in the northern territories of the Shattered Lands. With them came wondrous tales of sights never seen One of these tales is said to be a glint of light in a deep frozen atoll. The chill of that fills the bowl formed by the steep cliffs of the atoll makes visibility nearly impossible, yet, a ship dared to brave the mist. What they found was deadly to say the least. Only one sailor made it back, the same cannot be said for his sanity. He ended up in the padded cells of the Freeport Infirmary and Asylum. He told a tale of a glint of light shining in the mist. His captain forced the ship into the thick white fog and onward to this glint. They found a frozen tower, an elven tower. This tower seemed to offer no access, but apparently it did withstand a powerful blast of cold wind. This blast froze the tower, made evident by the long thick icicles that stretch off to one side. The sailor said they found a breach within the icy armor of the tower. They all entered, but only one made it out. His mind gone, all he could mutter was the word, “Fayspire”. How such a madman managed to sail that ship out of there is a mystery just like the frozen atoll that cannot be found on any map.

Erud’s Crossing:

This island actually exists as part of a grouping of isles known as the Isles of Ebb. I will try and send you some lore on the whole island chain some time, but here is a bit about the island in question. This is a small blurb from early design, enjoy:

o Talysra’s Paw

This is the largest island of the chain. A small volcano mount sits on the island. This island has a bumpy wide sand bar running along the north half of it. The sand bar’s four high points are always above water and give the island the appearance of a massive cat’s paw. The Kerran’s who have come to inhabit this island are a secluded sect of the Kerran society. They have named the island after their newly found cat god, Talysra. They have also built a small village called Talys on the island. The densest woods of Aqua Palms appear here as do the regional flower and coconut trees. A small fissure in the side of the small volcanic mount has a tiny trickling floe of lava that seeps down to the northeast corner of the island where it runs into the water and creates vapor.

Oh wow, and here is a bit about the actual village on the island. Some of this lore may never be seen, but I hope you enjoy the original write up:

o Talys

This is the only village in the sea and is a frequent stop of sailing vessels. The village is inhabited by a secluded sub tribe of Kerran’s calling themselves the Laahr. These Kerrans have come to study their roots and unlike the Kerrans of Kerra Ridge, they worship a new found deity known to few Kerrans. The village is small but has adequate facilities for any traveler. There is an inn located across a bamboo bridge and on one of the islands sand bar isles. A gnome from the Academy of Arcane Science, Professor R.J. Skittlewit, has come to Talys to challenge his wits of engineering by providing the natives with contraptions made out of the natural materials and employing natural resources. Machines exist such as a mill made of bamboo and reeds powered by the steam vent of the volcanic fissure. There is a vault also created by the gnome for adventurers to store supplies, allow for banking and store export goods. The Laahr have built a dock and supply outriggers for rent.

It may be a bit more than you see in the Age of Turmoil, but here it is:

o Isle of the Dead

Long ago, in secrecy, the ——— placed the crypts of the most evil mortals of the time on this island. The island appears as a rocky island surrounded by jagged rocks. The topdown view of the island is that of a skull. Massive stone totems were placed on the shoreline to ward away the curious and keep in any evil spirits. There is an ancient mortuary and tomb for five ——- and ——-. A small temple was eventually built on the island. This temple hides the ———–. The entrance is sealed by magic placed upon a massive stone disc that must be rolled aside before one can gain entry. There is one long wide passage that tells the story of the island through images. There is a center chamber with ———-. There is —— in the middle that is used to ———. There are many —— in —–. Each passage tells the history of the vile acts committed by the mortal whose tomb lies at the end of the passage. Many ——– guard the inside of the tomb. The topside of the island is guarded by evil itself, evil specters and apparitions to repel any who wish to gain entry into the tombs.

There are numerous islands located in the Shattered Lands. Not all of these islands will be presented in game, but we know they are there. One of these islands happens to contain a chunk of forestland once known as the Unkempt Wood. The Far Seas Trading Company believes that a portion of that woodland is what forms the island that they call The Forbidden Forest. The cliffs of this towering isle are nearly impossible to scale. If one were to begin the long climb along the cliffs they would no doubt encounter one of the many birds of prey that dwell there, many of which are quite large and vicious.

Veiled by the constant downpour of the sea known as the Phantom Sea, rests a little isle feared by those who are unfortunate enough to know of its existence. This isle is known by seafarers and avoided for the countless fears that rest on the isle. A dense woodland that swallows this forest isle shields what lies within and only one end offers access to those who dare step foot upon the land. Seafaring tales hint at what may rest inside the thicket. Some tales say that during the day it would seem to be a lifeless land. The land is uneven and trails are like mazes between clearings. Some say a fort of rangers long dead exists far to the end of the isle. It would take nearly a day to trek to and from the fort if one was lucky to correctly navigate the trails. Trees are now long dead and those that have leaves offer little color to the environment. No birds are heard chirping. No deer are seen galloping. It is dead. In the evening this becomes even truer. At night the ground is breached by hands of bone of two undead armies rising again to do battle under the moonlight. It is during this time that no one wishes to be caught upon this little isle of horror.

This last one is a bit of babble about a little known isle called The Serpent’s Fang. Jutting up from the center of the vast Tranquil Sea is what remains of the mammoth Serpent’s Spine mountain range, or at least its greatest remnants. This portion of the sea is quite dangerous for sea travel. Hulls of the greatest ships have been known to rip apart as they barely scrape the tops of the jagged sea mounts lurking just below the surface and in between the jagged isles of this area. Most of what one sees as they near this location are tall spires of eroding rock. The spires of rock are too steep and sheer to scale in any way and have little flat ground to support even a single shack. Many spires contain nests of the behemoth birds of prey called Rukhs. The Serpent’s Fang is the largest remnant of the Serpent’s Spine Mountains. What lies in the cloud covered spires crown is unknown. But some say there are those that walk amongst us that do know… quite well.


A Storm of Sorrow


By the pen of Eylee Zephyrswell,
This is the account of our leader, a plainsman by the name of Bayle. He had trouble speaking about his past, but it was necessary for us to understand the whole background of what we were dealing with. Further details came with time, as the conflict we all became a part of drew us closer together.
As far as I can tell, he still does not believe he has atoned. Despite all of his great acts of heroics, he still believes his folly outweighs them. It is a shame that such a great man should bear such a burden, but we all must feel as we must, and the past cannot be forgotten, only forgiven in time.

A Storm of Sorrow

In the cold light of the early morning, a young man plunged into the chilly currents of the sea. Bayle had passed just to the point at which the coastline had begun to blur when he caught sight of a collection of shadowed shapes far down beneath the cresting waves. Though the depth of it was intimidating, he had been marveling others with his ability to hold his breath for many minutes at a time ever since he was a young lad, and Bayle knew he might just have enough in him to reach and explore it.

The water parted with storms of small bubbles as his strokes carried him downward. As he went, the shadows began to thin, his vision of what lay before him growing clearer. He would have gasped had he not had enough sense to know the foolishness of it, as he took in the site of a ruined city strewn along the ocean floor .The stonework had been worn almost smooth by the currents, but they still held the unmistakable shape of buildings, crumbled as they might be. Sea plants had snaked their way through every available crack and crevice, giving the walls a textured look. Toppled pillars marked what might once have been the entry way of the city, and around them were the remains of buildings. He veered to his right and ventured into the first building he could find that was marginally intact. Its ceiling had collapsed and lay in scattered piles of rubble across the checkered pattern of the floor stones. Crushed pieces of white and green and blue coral mixed within the stones, and in one corner he found a giant head of brain coral intact and shaped to the distinct look of a sofa. Above it, he noted a wall carving of what vaguely resembled a man; only he knew it for no man. It was crowned with a spine and its body was thin and spindly. Behind its ears were the distinct shape of gills and its eyes and lips were large and distended. Around it, what looked like words were carved in an alien script.

What had he found? He pondered the question only a moment before a stab of pain in his chest reminded him it was time to resurface. Retreating upward, he watched the algae-coated spires disappear behind him. His chest was just beginning to tighten as he broke through the surface and let out a “whoop” into the empty sky. Bayle spent only a few moments restoring air to his lungs before diving back down for another look.

~~~

His successive trips down revealed more of the same — ruined buildings, images featuring the odd fishmen; nothing, however, that he could really take with him. Though he was able to find pockets of air in some of the buildings, his lengthened stays did little to fill his hands. Bayle made it his occupation to hunt treasures, and though it would seem he had found a gold mine, everything portable appeared to have been smashed or long since swept away to distant locales. Finally, however, he found a building at the center of the city that stood higher than the rest. It was characterized by high domes topped in coral spires, and as he passed through the arched entryway, he noticed that at its center were the remains of what might have once been an altar and below it; something glinted in a shaft of light that forced its way down through one of the toppled domes.

He swam quickly, energized by the find, and dug among the stone and plants below the altar. As he cleared away the detritus, Bayle gradually revealed the long, golden shaft of a staff. It was untarnished and covered in curious arcane markings. Bayle would no doubt have paused to marvel had two things not happened. Firstly, he had been running low on air when he entered the temple, and by this point, his chest had tightened considerably and his veins had begun to burn. Secondly, the moment his hands clasped around the shaft of the staff, his surroundings began to shake violently.

Bayle shot up through the water, trying to dodge falling stone as he made for one of the ruined domes. He emerged just in time, watching the temple collapse into a heap around him. Throughout the city, ancient structures fell one by one, and the water filled with a storm of dirt and plant matter, billowing up from the ground in clouds as crumbling mortar landed in a chorus of thumps. Bayle pumped as fast as his legs and arms would go, carrying him to the surface with his loot. Finally, taking in a great breath of air, he emerged, and in his hands, the staff glittered in the sunlight.

Back on shore, Bayle pulled his leather boots back on over his soaked britches, constantly glancing at where the staff lay wrapped in his cloak beside him. Piece by piece he reassembled himself from the pile of gear he had left hidden within a fallen log on the shore. His last act was to strap the wrapped up staff to his back and then bind his ivory-handled claymore overtop it so that they balanced in an X shape. Pulling the strap tight, he began the journey back to his village with a spring in his step. The boy Bayle was proving himself a man.

~~~

It seemed as if every two steps it had taken him to reach the seashore now only took one, as he crossed the plains of Karana in record time. His eagerness to show the village elders what he had found spurred him. No longer would the young Bayle be called foolhardy and crippled by his dreams of glory. He had found something real, something they could all see and touch and would finally show them that his ambitions were well placed.

It was well into night when he reached the village of Oceangreen some days later, and only the central fire still burned, low and little more than embers. As Bayle approached it, his heart leapt to see a friendly face. The aged hunter Graycat sat on one of the carved wooden benches that surrounded the fire pit. He was hunched over, his long, thin gray hair forming a curtain around his face. As Bayle approached, the hunter eased up to a sitting position, and the younger man noted that the old hunter’s milky white eye darted toward him almost before the still seeing hazel eye reached him. Even half-blinded, Graycat was more alert than most men could ever claim to be. Smiling, Graycat rose to meet him, arms spread for an embrace. Though Bayle stood at six and a half feet tall, Graycat had him beaten by at least an inch. Age would have bent a lesser man’s back, but Graycat had been a warrior and chieftan before a voice asked him why he was so eager to shed the blood of his kinsmen, and when Graycat could find no good answer, he had joined the emigration out of the peaks of Everfrost and to the southern plains.

Though most who came to the village of Oceangreen, and many other similar settlements spread throughout Karana, claimed to have heard a similar voice, Bayle had followed nothing of the sort. Instead, the voice of a beautiful woman had invited him to seek his fortune, and he had followed, venturing to the south, where he knew the riches he dreamed of would be found. He had lived among the plainsmen for 10 years, but he had never found any of the treasures the woman promised — until now. The villagers had thought his ambitions foolish, and only after they threatened to make him leave had he picked up a trade as a tailor. His stitches were only passable, but it was enough to keep him in town and dreaming of a different tomorrow. Only Graycat had ever believed in him, and it made him happy to know the old hunter would be the first to see his prize.

“It’s good to have you home,” said Graycat, brushing away a piece of grass that clung to Bayle’s shirt. “The Kiersey mare had twins, and the Kiersey woman had triplets. Truly, we have been blessed in your absence.”
“I’m sure many would say those two go hand in hand,” said Bayle with a grin.
Graycat chuckled. “I am sure there are. So, how fared your journey, lad?” Graycat settled back down on a bench and invited Bayle to join him with a wave of a hand.
“Fruitful, I think,” said Bayle, taking a seat on the edge of the bench. He itched to show Graycat his prize.
“You think?” asked Graycat, squinting at him. “How is that?”

Bayle removed his claymore from his back, placing it below the fire so that the light from the flames danced off of the ivory handle, a trophy of his first kill. With that, he drew the staff in his lap and began to unwind the cloak from around it, slowly, almost reverently. Graycat’s face was emotionless as Bayle, almost giddy, showed him what he had found. The old man took the staff and examined it slowly. Bayle’s exhilaration faded as Graycat showed no sign of the same excitement Bayle had been feeling.

“Where did you find it?” asked Graycat, finally.
Bayle launched into the story of his swim, and the sunken city, and of the strange images and writing he had seen on its walls. He finished with the description of the temple and what happened when he picked up the staff. No flickers of recognition passed over his old friend’s face as Bayle described the unfamiliar civilization, and though he had hoped Graycat would know something about his prize, the possibility that the aged hunter was ignorant to it meant it might be all that much more precious and powerful. “…And so I plan to show it to the elders in the morning,” said Bayle. “Perhaps they will know something about the city that I found.”

Graycat stared at him, studying him intently and grinding his teeth as he did. “Bayle,” said Graycat. “Tell me truly, is it really the advice of the elders you are looking for? Or their praise?”

Bayle bristled at the insinuation that his pride was what drove him, though deep down he couldn’t deny that he had dreamed of this day for years. Standing before the elders, all would fall prostrate in humility before his heroism and his good fortune. Still, he wanted to refute what Graycat had said, but try as he might, he couldn’t think of something good to say.

Sensing his young friend’s reticence, Graycat continued. “If it’s answers you’re really looking for, I would bring this to the elves, and not our humble village men. They won’t be able to tell you anything more than I, and if I’m speaking plainly, there is something about it that makes me uneasy.” He paused and leaned closer to the young man. “If you care for the people of this village, I would advise you to leave with it, soon.” As he finished, his words hung heavily in the air, and his eye searched those of his young companion.

Bayle averted his gaze, and leapt to his feet, fuming. “I can’t believe it, Graycat,” said the young man. “I came here looking to share my discovery with someone who would appreciate it, and this is what you have for me? You’ve always played the friend, giving me advice and encouragement. And now that I’ve found something, you turn on me. You never really wanted me to find anything, did you? There’s only room for one hero in this town, isn’t there? Well, I am telling you, when the elders see what I’ve found, there will be two, and you had best accept that.” He ripped the staff from Graycat’s hands and threw the cloak around it. The old hunter barely reacted, but in the firelight, he looked tired and worn. “Good night, Graycat.”

“Good night to you, Bayle. And best of fortunes.”
Turning, Bayle made for his cottage in a haze of anger and pain. Behind him, Graycat sat still at the fire, watching him go without another word.

—————

By the pen of Eylee Zephyrswell,
This is the account of our leader, a plainsman by the name of Bayle. He had trouble speaking about his past, but it was necessary for us to understand the whole background of what we were dealing with. Further details came with time, as the conflict we all became a part of drew us closer together.

As far as I can tell, he still does not believe he has atoned. Despite all of his great acts of heroics, he still believes his folly outweighs them. It is a shame that such a great man should bear such a burden, but we all must feel as we must, and the past cannot be forgotten, only forgiven in time.

A Storm of Sorrow – Part II

He was awoken by the fingers of light on his forehead that signaled the coming of a new day. Hot breath fell rhythmically on his cheek, and he rolled beneath the blankets to gaze at the face of Danaria. Wheat blonde hair fell over her eyes and played on her cheek. He brushed the hair aside and touched his fingers to her cheekbone for just a moment before slipping from her arms deftly, landing on the balls of his feet as he left the bed. He wasn’t sure how she had known he’d returned, but sometime just before sleep had taken him fully, he’d awoken to feel her fall onto the bed beside him, whispering, “Welcome home.” She was young, just a bit foolish, and he sometimes thought she had only ever taken up with him because her father had forbidden it, but here she was just the same, and Bayle, who was otherwise alone, wasn’t about to turn her out.

Bayle shimmied into his trousers and then pulled on a cotton shirt. He was just fastening his leather jerkin when her eyes opened drowsily.
“Leaving so soon?” she asked in a teasing voice.
He concentrated on the fastenings of his jerkin, knowing if she cooed just a little bit softer he might be right back in that bed, but he needed to be on to the hall to present the staff to the town elders. “I found something when I was gone,” he said, “and I need to show it to the elders as soon as I can.”
She rolled over onto her back, yawning and stretching like a cat. He briefly reconsidered having left the bed, but as he turned toward where the staff was bundled in the corner of the room, he felt a surge of anticipation at delivering it to the elders. Steps brisk, he traveled over and scooped it up into his arms.

“Well,” she said, voice laden with disappointment, “at least come by for some breakfast. I believe father’s making sweetbread today.” Bayle imagined waltzing into the baker’s shop and seeing the look of disappointment cross the old man’s face as he realized his daughter’s consort had neither died nor gone missing on his most recent venture; but had instead returned with something beyond anything the village had ever seen. It was a tempting scenario.
“Maybe I will,” he said, smiling. He stepped over to the bed and kissed her. She bit into his lip, threatening to hold him there, but he lifted his head sharply. “Good-bye Danaria.”
He could feel her eyes follow him all the way out the door, but already, his mind had drifted to his prize, and the anticipation of presenting it for all to see.

~~~

The morning passed as Bayle sat outside the village meeting hall. The staff lay wrapped up in his lap, and he compulsively tapped his feet against the ground as he waited to be called in. Around him, the village’s morning movements had begun. It played home to a few dozen homes and tradesman’s shops, and the denizens of all were up and on the move. Thin trails of smoke disappeared into the sky above cook fires, and children carried pails of water up from the river for washing. Some plainsmen set off to farm fields while others worked at stretching pelts to dry or working at other trades. The hammering of the blacksmith echoed in a series of clangs from a nearby building, and a carpenter sat outside of her home shaving the edges of a long plank of wood smooth.

Finally, he was called in. On piles of furs, a group of men sat and appraised him. They had all once been chieftains of their respective clans, but here they worked together to establish a new kind of community. All had left behind their clan names and adopted new monikers. Bayle himself had once been known as Bayle Shiverfist, but he had left behind his surname in the mountains. Though the plainsmen might have made for a different life in Karana, even going so far as to call themselves by a new name, human, there were still echoes of their barbarian past to be found in the hall. Though the men might have spoken of peace and cooperation within the building, its walls were decorated with the weapons of war and trophies of the hunt. Bayle himself stood beneath the head of a snarling wolverine. The axe that removed the head from its trunk was mounted nearby. The man who had claimed it, Urth, once of the Iceaxe clan, spoke first.

“Young Bayle, I understand you have something you wish to show us,” said Urth. The man was of middle years and carried a full red beard. His curly copper colored hair was cropped close to his head, a fashion one would rarely find in the mountains but it was becoming more popular within the plains for men and women alike to cut down their locks. On some men, it looked foolish, but Urth was the sort who carried everything with dignity. He was not dressed as a warrior but in the simple cloth of a farmer, though his clothes were of a richer cut than most.
Bayle cleared his throat and stepped forward. He slid the cloak from off of the staff and held it up, saying, “Off the shore some miles south I found the ruins of an ancient civilization. From the images I found engraved throughout, I would guess it at one time was home to fishlike men. This was all I found that seemed salvageable, but I think you’ll agree it was quite the prize.”

As he lifted the cloak, eyebrows lifted throughout the room and men immediately began to whisper back and forth. Bayle deliberately avoided looking at Graycat, who sat near the back, though he could feel the old man’s unflinching gaze upon him.
“It was deep beneath the ocean’s surface. So deep that I doubt any man but I could hold his breath long enough to explore it. It was a strain even for me, and I had to be alert all the time for falling debris. Just around the same moment that I found the staff, the whole thing began to collapse around me. It was all I could do to swim out of the way of stones bigger than I to escape. But I escaped, and I stand before you. You said I couldn’t do it, but I have. I have brought our village a great, ancient treasure, to the glory of us all.”

Satisfied, Bayle crossed his arms over his chest and evaluated the room. The men all eyed him, and the hushed speaking continued. The young man couldn’t help but note that all had marveled when he had drawn the staff out, but their gazes were much more critical now. Finally, Urth spoke again.
“You say you have brought us a treasure,” he said, “and looking at it, I will not deny it is made of gold, and doubtless very precious. But I can’t help but wonder what use you believe we would have for such an item.”

Bayle’s heart fell as the old man’s word struck him, and his mouth flapped open, wordless, before he could say, “What? What do you mean?”
“What does it do, exactly?” asked Urth, spreading his hands to either side. “Can it make our crops grow? Can it tame our horses?”
“Can it lift new roofs?” chimed in another elder.
“Or raise children?” asked another.
“We may have warred over trinkets in the past,” continued Urth. “But we have no use for them anymore. So I ask you again, what can it do for us?”
Bayle’s hands shook as he turned the staff over, inspecting it carefully. “Well, it has these markings,” said Bayle. “They must indicate… something.” He turned it over and over in his hands, rubbing at the markings as if that might make their meanings clear. As his examination became more desperate, and the harsh remarks of the elders rang in his ears, Bayle rubbed harder. Suddenly, in a flash of light, the staff sprang from his hand.

The room quieted immediately. All eyes were glued to the staff as it began to turn in the air like a wheel, at first slowly and then more furiously until it was a blur. The men in the room scattered, Bayle included, getting out of its path. Then, with a sound like a snap in the air, it stopped and clattered to the ground, but where it had been there remained a hole in the air, though there was no wall or any other surface for it have broken. The air seemed to crack around the hole, as it bristled with energy. No one knew quite what to do, so they all stood and watched it, paralyzed and anticipating what might happen next. Finally, Bayle stepped forward to peer through it, but before he could reach it, he was swept to the side as he was slapped with a large arm that resembled a lobster claw.

Dazed, he struggled to make sense of what was going on from where he had landed on the ground. A beast massive in size and terrible to look at was clawing its way through the crowd of men. It let out a series of high pitched wails that rang in his head furiously, and it regarded the crowd with what must have been close to a dozen, red eyes. It gouged the ground beneath it with tri-clawed feet as it cut a bloody swathe out into the village.
Bayle stumbled to his feet and through the bodies as he followed the panicked screaming into the streets. He was shocked to find that the sky had darkened and that the plains played host to swirling clouds of energy. Men, women and children ran desperately in all directions as the beast tore at them. He choked as he noticed the broken body of a little boy being cradled by a screaming woman, and all around him, the sights were similarly horrific. He made for the center of the panic, and as he rounded a building, he came to a halt as the beast was before him. Its attention was not on him, however. Instead, it battled a large man bearing a battered axe. Graycat had the beast locked in combat. Though others stood around with spears and forks in hand, only the old man seemed to have the courage to face it. He was battered, however, as one of his legs seeped blood and a similarly wicked gash crossed his chest.

“Graycat! Be careful!” shouted Bayle. The old man glanced at him, and in that moment, the beast pushed forward, shoving one of his claws deep into Graycat’s chest. Almost simultaneously, Graycat buried the axe into the creature’s throat. The two fell into a heap with cries of anguish. For a moment, no one reacted, and then Bayle ran forward. The moment he touched the beast to roll it off of Graycat, however, it vanished — only a choking black fog staying in its place for a moment before dissipating. Where it had been, only Graycat lay now, his chest wound gaping. Bayle knelt down and picked up the old man, trying to think in a panic where he might take him for help!
“Stop!” said Graycat, his voice coming out with a splatter of blood. “Stop, please, boy. There’s no use.”
“There is a use,” insisted Bayle. “You need help.”

“Ahh, now,” said Graycat, his breathing labored. “I’m done in. No sense denying it. But, I’m ready.”
Around them, a crowd had gathered, but their words were distant and indistinct. Bayle focused on Graycat, cradling his head in his hands. “Please,” he said, “just try.”

Graycat grew still and looked up at him. With a shaking hand, the hunter drew the young man in close. “It’s time for me to leave this world,” Graycat said. “My time is done, but yours is just beginning.” He grimaced in pain and hacked. Bayle gripped him more tightly, as if that might prevent what was happening. Graycat waved him forward again, so that none but the two of them heard what he was to say next.
In words punctuated by the low gurgle of death, and the blood that stained the old man’s lips, Graycat said to him, “Nations will know your name.”
And with that, the old hunter passed.

~~~

By sundown, Bayle had packed everything he could onto his back and left the village of Oceangreen. All told, six people had died, and scores were injured; among the dead was a child, the young boy he had seen when he first emerged from the meeting hall, and that was more than Bayle thought he could bear. Five had been killed by the beast, while the sixth was battered to death by the odd arcane storms that appeared suddenly, disappearing when the monster vanished. When the confusion had died down, and it was clear the tear in the world was gone, the elders had come to him and thrown the staff at his feet.

“This is all your exploits have brought us,” said Urth. His voice was calm but beneath the surface, it simmered in anger. “Death and sorrow. Take it and get out of here. Carry your bad luck somewhere else.”

Head hanging low, Bayle had muttered his apologies, though he knew they would never truly atone for what had occurred. Everyone watched him with heavy gazes as he walked slowly from the town, leaving, for the second time in his life, his home behind. Danaria had called for him, and he’d glanced back at her, but her father held her firmly. She squirmed in the man’s grip, but when Bayle had mouthed, “I’m sorry” and turned away, she had stopped. He glanced back once more to see her eyes wide with shock at his abandonment, but he couldn’t think of it now. What was happening here was more important than the emotions of one young woman. She’d find a better husband than he could have been anyway; a man too full of lofty dreams would only find love a weighty anchor. His bag hung heavy against his shoulder, but the staff hung the heaviest. Part of him was tempted to throw it as far as he could into a ravine or back into the ocean or some place else that no one would ever find it again, but another part of him knew he couldn’t, and that somehow it was now bound up in his fate, for good or ill.

Nations will know your name. Graycat’s final words haunted him. If the old man’s words rang true, did it mean he would be known as a hero?
Or would he be known as a horror? The thought of it chilled him.
Bayle stopped, turned, and gazed at the distant sight of the village. Despite the distance, he could see stones being piled for cairns. The village would lay their dead within the stones and bury with those bodies the grief that deadened their souls, but the events of this day were unlike any usual slaughter. The cries of the beast and the screams of their loved ones would echo in their hearts for long to come. Had he any say in it, he would see to it that no village ever again would know the horrors Qeynos had known.

“I swear it,” he whispered.

With that, he continued on his path through the green stretches of the plains of Karana. Where he ventured, he wasn’t certain, but he did so with a new purpose: destroy the staff, and anything associated with it. It was in that moment that the Shadow Odyssey truly began, and the destiny of those bound to it called for collection.